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Midterm Assets

L-System vegetation

Using the L-system to generate vegetation and randomizing each plant.

Fish crowd simulation

Using particle systems to simulate each particle and copy each fish onto the particles.

A wind force is applied to the particle system to move the particles.

As a non-animator, I used the bend deformer using expressions to add animation for the swimming fish. 

Result of animation for Shot 1.02 and 2.05.

Procedural Terrain

Using Houdini heightfields to create a procedural terrain quickly instead of sculpting the whole area by hand.

Vegetation Materials

Used aiStandardSurface materials to create a variety of vegetation surfaces.

Crystal Asset

Used Houdini to generate the geometry including the internal fracturing. Used aiStandardSurfaces for materials.

Lighting Assets

Current Progress on Lighting.

Music Choice

Sea of Crystal by Denny Schneidemesser

Environment Model Assets

Mountain ZBrush Turntable

Bridge ZBrush Turntable

Trench ZBrush Turntable

Matte Paintings

Matte Painting Shot 1.07

ZBrush/Keyshot Render

Photoshop Painting

Wall matte painting used in shots 2.04 to 2.09

Zbrush/KeyShot Render

Photoshop Painting

Shot 2.07 Bridge

Zbrush/KeyShot Render

Photoshop Painting

Breakdown

Shot 2.09 WIP

Zbrush/KeyShot Render

Photoshop Painting

Breakdown

Compositing

These are common assets that will be used for most of the shots, as demonstrated in shot 1.07.

Shot 1.07 with every asset

Matte Painting Projection

Two Radials

Radials with Glow

Radial Softness Animated

Compositing Breakdown

Deer Model

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